Tyre #1: Extract run_dialogue_pipeline() shared helper — eliminates ~60 lines of duplication between process_talk_interaction and process_dialogue_response (L1-L4 pipeline). Hoshe #1: process_dialogue_response now updates ActiveDialogue with current tick on follow-up selection — prevents stale started_tick. Tyre #4: process_dialogue_response now updates InteractionMemory on follow-up — multi-turn conversations are visible in history. Hoshe #6 / Tyre #6: handle_dialogue_response adds server-side range check (CLOSE_RANGE), matching Talk/Confront pattern (D-010 info boundary). Hoshe #2: Weighted selection fallback replaced with unreachable!() — score_line always returns >= 1, so the fallback was dead code. Hoshe #3: assert!(false, ...) → panic!() in serialization.rs (clippy). Hoshe #4: SetFacing and TeleportToHub added to roundtrip test. Hoshe #5: setup_dialogue_response_world inlined (trivial pass-through). Tyre #2: Doc comment on DialogueCooldownTracker explains per-player-global design choice (line IDs are NPC-scoped per D-035, no collision risk). Tyre #3: CONFRONTATION_LINES comment updated with TODO for D-028/D-035 migration. Tyre #5: DialogueResponse fixture added for cross-language GDScript testing (input_dialogue_response.msgpack). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
331 lines
11 KiB
Rust
331 lines
11 KiB
Rust
//! Generate MessagePack fixture files for cross-language testing (D-030 Layer 1).
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//! Run with: cargo test --test gen_fixtures -- --ignored
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use settled_reach_server::bridge::types::*;
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use settled_reach_server::simulation::time::{DayPhase, TickRate};
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use std::fs;
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use std::path::Path;
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fn write_fixture(name: &str, bytes: &[u8]) {
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// Write directly into the Godot project's test fixtures (single source of truth)
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let dir = Path::new("../client/tests/fixtures/msgpack");
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fs::create_dir_all(dir).expect("create fixture dir");
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let path = dir.join(format!("{}.msgpack", name));
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fs::write(&path, bytes).expect("write fixture");
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eprintln!("Wrote {} ({} bytes)", path.display(), bytes.len());
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}
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/// Helper to create a minimal v2 snapshot for fixtures
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fn fixture_snapshot(tick: u64, entities: Vec<VisibleEntity>) -> ObserverSnapshot {
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ObserverSnapshot {
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version: PROTOCOL_VERSION,
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tick,
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game_time: GameTime {
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day: 0,
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time_of_day: 0,
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day_phase: DayPhase::Morning,
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tick_rate: TickRate::Full,
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},
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player_facing: FacingDirection::North,
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player_stance: MovementStance::default(),
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player_inventory: vec![],
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entities,
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visible_tiles: vec![],
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nearby_interactions: vec![],
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current_monologue: None,
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pending_recognitions: vec![],
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dialogue_response: None,
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blocked_entities: vec![],
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scan_events: vec![],
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sound_events: vec![],
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conversation_events: vec![],
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conversation_ended: vec![],
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follow_state: None,
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rng_seed: None,
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}
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}
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#[test]
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#[ignore] // Run manually: cargo test --test gen_fixtures -- --ignored
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fn generate_msgpack_fixtures() {
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// Snapshot with one NPC entity
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let snapshot = fixture_snapshot(
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42,
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vec![VisibleEntity {
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entity_id: 1,
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x: 10.0,
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y: 20.0,
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z: 0,
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kind: EntityKind::Npc,
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visibility: VisibilitySector::Forward,
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relationship: RelationshipState::Unknown,
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observation: EntityVisibility::Visible,
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tell_state: None,
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}],
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);
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write_fixture(
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"snapshot_one_npc",
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&rmp_serde::to_vec_named(&snapshot).unwrap(),
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);
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// Empty snapshot
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let empty = fixture_snapshot(0, vec![]);
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write_fixture("snapshot_empty", &rmp_serde::to_vec_named(&empty).unwrap());
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// PlayerInput: MoveNorth
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let input_north = PlayerInput {
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tick: 100,
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action: PlayerAction::MoveNorth,
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};
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write_fixture(
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"input_move_north",
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&rmp_serde::to_vec_named(&input_north).unwrap(),
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);
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// PlayerInput: UsePerceptionMode
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let input_perception = PlayerInput {
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tick: 200,
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action: PlayerAction::UsePerceptionMode("thermal".to_string()),
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};
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write_fixture(
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"input_perception_mode",
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&rmp_serde::to_vec_named(&input_perception).unwrap(),
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);
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// Snapshot with Player entity
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let snapshot_player = fixture_snapshot(
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1,
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vec![VisibleEntity {
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entity_id: 100,
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x: 16.5,
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y: 16.5,
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z: 0,
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kind: EntityKind::Player,
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visibility: VisibilitySector::Forward,
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relationship: RelationshipState::Unknown,
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observation: EntityVisibility::Visible,
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tell_state: None,
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}],
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);
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write_fixture(
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"snapshot_player",
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&rmp_serde::to_vec_named(&snapshot_player).unwrap(),
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);
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// Snapshot with multiple entities and all EntityKind variants
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let snapshot_multi = fixture_snapshot(
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999,
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vec![
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VisibleEntity {
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entity_id: 1,
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x: 16.5,
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y: 16.5,
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z: 0,
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kind: EntityKind::Player,
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visibility: VisibilitySector::Forward,
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relationship: RelationshipState::Known,
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observation: EntityVisibility::Visible,
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tell_state: None,
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},
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VisibleEntity {
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entity_id: 2,
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x: 5.0,
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y: 10.0,
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z: 0,
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kind: EntityKind::Npc,
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visibility: VisibilitySector::Peripheral,
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relationship: RelationshipState::Unknown,
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observation: EntityVisibility::Visible,
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tell_state: None,
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},
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VisibleEntity {
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entity_id: 3,
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x: 15.5,
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y: 3.0,
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z: 1,
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kind: EntityKind::Object,
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visibility: VisibilitySector::Forward,
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relationship: RelationshipState::Unknown,
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observation: EntityVisibility::Visible,
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tell_state: None,
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},
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VisibleEntity {
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entity_id: 4,
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x: 0.0,
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y: 0.0,
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z: -1,
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kind: EntityKind::Terrain,
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visibility: VisibilitySector::Forward,
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relationship: RelationshipState::Unknown,
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observation: EntityVisibility::Visible,
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tell_state: None,
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},
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],
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);
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write_fixture(
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"snapshot_multi_entity",
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&rmp_serde::to_vec_named(&snapshot_multi).unwrap(),
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);
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// v2 snapshot with visible_tiles and game_time populated
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let snapshot_v2_full = ObserverSnapshot {
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version: PROTOCOL_VERSION,
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tick: 500,
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game_time: GameTime {
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day: 1,
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time_of_day: 720,
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day_phase: DayPhase::Evening,
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tick_rate: TickRate::Full,
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},
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player_facing: FacingDirection::Southeast,
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player_stance: MovementStance::default(),
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player_inventory: vec![],
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entities: vec![VisibleEntity {
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entity_id: 1,
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x: 10.5,
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y: 10.5,
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z: 0,
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kind: EntityKind::Player,
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visibility: VisibilitySector::Forward,
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relationship: RelationshipState::Unknown,
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observation: EntityVisibility::Visible,
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tell_state: None,
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}],
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visible_tiles: vec![
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VisibleTile {
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x: 10,
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y: 10,
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z: 0,
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visibility: VisibilitySector::Forward,
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tile_kind: TileKind::Floor,
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zone_id: Some(1),
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},
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VisibleTile {
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x: 11,
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y: 10,
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z: 0,
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visibility: VisibilitySector::Peripheral,
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tile_kind: TileKind::Floor,
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zone_id: Some(1),
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},
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VisibleTile {
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x: 10,
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y: 9,
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z: 0,
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visibility: VisibilitySector::Forward,
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tile_kind: TileKind::Floor,
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zone_id: None,
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},
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],
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nearby_interactions: vec![],
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current_monologue: None,
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pending_recognitions: vec![],
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dialogue_response: None,
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blocked_entities: vec![],
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scan_events: vec![],
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sound_events: vec![],
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conversation_events: vec![],
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conversation_ended: vec![],
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follow_state: None,
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rng_seed: None,
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};
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write_fixture(
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"snapshot_v2_full",
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&rmp_serde::to_vec_named(&snapshot_v2_full).unwrap(),
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);
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// Batch input: Vec<PlayerInput> with two actions (D-030 Layer 1 bidirectional symmetry)
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let input_batch = vec![
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PlayerInput {
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tick: 0,
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action: PlayerAction::MoveNorth,
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},
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PlayerInput {
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tick: 0,
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action: PlayerAction::Interact {
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target_entity_id: None,
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verb: None,
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},
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},
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];
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write_fixture(
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"input_batch_two",
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&rmp_serde::to_vec_named(&input_batch).unwrap(),
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);
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// PlayerInput: DialogueResponse (#539)
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let input_dialogue_response = PlayerInput {
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tick: 300,
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action: PlayerAction::DialogueResponse {
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target_entity_id: 42,
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response_id: "kael-davan_d_001".to_string(),
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},
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};
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write_fixture(
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"input_dialogue_response",
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&rmp_serde::to_vec_named(&input_dialogue_response).unwrap(),
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);
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// Diagonal movement fixtures (clockwise: NE, SE, SW, NW)
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for (name, action) in [
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("input_move_northeast", PlayerAction::MoveNortheast),
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("input_move_southeast", PlayerAction::MoveSoutheast),
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("input_move_southwest", PlayerAction::MoveSouthwest),
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("input_move_northwest", PlayerAction::MoveNorthwest),
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] {
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let input = PlayerInput { tick: 100, action };
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write_fixture(name, &rmp_serde::to_vec_named(&input).unwrap());
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}
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// === Boundary value fixtures (#472) ===
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// 14 raw integer values at encoding format boundaries (Appendix C).
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// These are Rust-encoded MessagePack that GDScript must decode correctly.
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// Covers every encoding format transition and the int16/int32 asymmetry zones.
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let boundary_raw: [(u64, &str); 14] = [
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// pos fixint boundaries
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(0, "boundary_raw_0"),
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(127, "boundary_raw_127"),
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// uint 8 boundaries
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(128, "boundary_raw_128"),
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(255, "boundary_raw_255"),
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// int16/uint16 asymmetry zone (GDScript: int_16, Rust: uint_16)
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(256, "boundary_raw_256"),
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(32767, "boundary_raw_32767"),
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// uint 16 boundaries
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(32768, "boundary_raw_32768"),
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(65535, "boundary_raw_65535"),
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// int32/uint32 asymmetry zone (GDScript: int_32, Rust: uint_32)
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(65536, "boundary_raw_65536"),
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(2147483647, "boundary_raw_2147483647"),
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// uint 32 boundaries
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(2147483648, "boundary_raw_2147483648"),
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(4294967295, "boundary_raw_4294967295"),
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// int 64 boundaries
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(4294967296, "boundary_raw_4294967296"),
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(u64::MAX >> 1, "boundary_raw_i64_max"), // 2^63-1 = i64::MAX
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];
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for (value, name) in &boundary_raw {
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// Encode as u64 (matches how entity_id/tick are encoded in snapshots)
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let bytes = rmp_serde::to_vec(value).expect("encode boundary value");
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write_fixture(name, &bytes);
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}
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// 5 snapshot fixtures at boundary tick values.
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// Tests that GDScript can decode full ObserverSnapshot structs when the tick
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// field crosses encoding format boundaries.
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let boundary_snapshots: [(u64, &str); 5] = [
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(0, "snapshot_boundary_tick_0"), // pos fixint
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(127, "snapshot_boundary_tick_127"), // pos fixint max
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(32767, "snapshot_boundary_tick_32767"), // int16/uint16 asymmetry
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(2147483647, "snapshot_boundary_tick_2b31m1"), // int32/uint32 asymmetry
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(4294967296, "snapshot_boundary_tick_2b32"), // int64 minimum
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];
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for (tick, name) in &boundary_snapshots {
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let snapshot = fixture_snapshot(*tick, vec![]);
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write_fixture(name, &rmp_serde::to_vec_named(&snapshot).unwrap());
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}
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}
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